Re: [crossfire] Guilds fix

2010-11-20 Thread Nicolas Weeger
While you're at it, reset also the secondfloor, there was a mistake with the 
money needed for the jeweler's room.



Nicolas


Le samedi 20 novembre 2010 10:10:25, Nicolas Weeger a écrit :
 Hello.
 
 
 The mainfloor of the guilds was missing a 'unique' flag for the ground
 where the BBQ's altar was teleported, resulting in said altar disappearing
 at map reset. This simply made the BBQ unusable even when bought.
 
 I committed a fix, unfortunately applying it to existing guilds requires a
 mainfloor full reset.
 
 Reset can be done by removing the file with the unique items, or as a DM
 using 'reset full-reset .' when in that map.
 Of course, it is advised to save the member's loot before resetting, and
 putting back all teleporters and altars...
 
 
 Nicolas

-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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Re: [crossfire] Crossfire release?

2010-11-20 Thread Mark Wedel
On 11/20/10 01:04 AM, Nicolas Weeger wrote:
 Hello.


Been a little more than 6 months since last official release, and I was
 thinking that trying to get one out before end of the year might be nice.

Thoughts/comments?

Any list of bugs or other things that must be fixed before a release is
 made?


 Things to fix for the next release:

 - ensure all clients versions are either disconnected with a client too old
 message or able to create account or at least characters on latest server

  Client too old may be reasonable - at some point, the older clients really 
will not work.

  It isn't feasible of course to test every client with every version of the 
server, and vice versa.  The problem of enforcing versions gets tricky - one 
does not want to force version 1.60 client with 1.60 release, as everyone with 
older clients now have to update right then to play.  But I will verify that 
1.50 client works properly, and if you are playing older than that, probably 
time to update.


 - have an official Windows client ; if GTK should be it, actually build and
 package it (last tests I made showed issues with Glade library)

  Is that suggesting that maybe the java client should be the official windows 
client.  I haven't looked, so I don't know how easy/hard it would be to take 
the 
glade file and make the static config file (old method) - while less than 
ideal, 
if there are issues with windows, that may be one approach.

  I personally do not have a windows dev environment - that is of course one of 
those things that always makes things harder to work for.


 - remove metaserver1 support from clients, so players don't go to old obsolete
 servers

  Should perhaps metaserver1 support also get removed from server at same time? 
  In that way, the client at least has to be know enough to support metaserver2 
to play on newer servers (probably not much difference there, since that 
support 
has been there a while).


 Things to fix someday:

 - add more quests, link maps or stories ; this would give players some hints
 on what to do or point to maps they don't know

  Yes - one other thought I've had, and which many other games do, is have some 
form of achievements/titles.  These may not have any actual in game effect, but 
to some extent let a player track what they have done.  Eg, kill 1000 demons 
and 
you get the demon slayer title.  Maybe remove the custom title currently in the 
game, and only let player set their titles to ones they have earned.


 - make enough quests to nicely level in various skills (eg suite of alchemy-
 related quests enabling the player to learn recipes and level up)

  Discussion of that probably gets beyond this message - but some of that also 
goes into gameplay and other aspects - I certainly think it would be good to 
have the recipe chains for alchemy be such that one could, through alchemy, 
reasonably get high experience (this would involve making the basic recipes 
much 
more easy to find or perhaps common knowledge (eg, each time you gain a level 
in 
alchemy, you learn a recipe for that level).

  The hard part IMO for quest chains/skill leveling is ideally, you want the 
process of completely the quest to use the skill in question - having an 
alchemy 
type quest which is to get the liver of the boss monster at a bottom of a 
dungeon is fine, but one really isn't using alchemy (most likely) to solve that 
quest.  A few of those may be reasonable, but I just get the feeling that if 
too 
many are about, it might start to feel somewhat artificial.


 - many more compound graphics - create a Fenx character, and use singing,
 fight, cast magic, do the same for other races and classes

  Yes, but I'd almost be tempted that if redoing/adding a lot of graphics get 
looked at, having an larger image set (64x64 base lets say) would be nice, but 
that probably gets into the dreamworld below.


 - fix many broken monsters (hint: ac-70 will make the monster almost
 invulnerable in melee), balance exp/sp/hp/gr and such

  Yes - those should get fixed.


 - fix various Python guild bugs and issues

 - fix item_power ; some items are more powerful than others with less
 item_power (eg some rings, I think) ; also item_power is almost useless once
 you reach level 50, so spread the scale more

  Some of the idea behind item power was to prevent high level characters from 
giving low level characters really great items, so fact it becomes less 
relevant 
at higher levels would be less a concern.

  But the real problem behind it is that for probably 99% of the items, it is 
computed by the server, and it can only make general assumptions on value - 
certainly some attacktypes are better than others, as are protections.

  I suspect that within maps which do set item power, it hasn't been done 
consistently accross the board - mapmaker A's maps are consistent, but mapmaker 
B may use a higher basic item power than A.




 In a dreamworld:

 - better unique map or unique